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Towards Gamified Alcohol Use Disorder Therapy in Virtual Reality: A Preliminary Usability Study

机译:虚拟现实中对酒精化的酒精使用障碍疗法的初步可用性研究

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The combination of virtual reality (VR) and gamification opens up new vistas for innovative forms of therapy for alcohol use disorder (AUD) and have enormous potential to improve traditional therapy methods. In this paper, three gamified and one non-gamified AUD therapy applications for VR are introduced and evaluated. The games are based on two behavioral therapy methods, which are Cue Exposure Therapy (CET) and Approach Avoidance Training (AAT). The games are realized in the context of a virtual supermarket, which is considered as a relapse-risky environment. The aim is to help AUD patients practice avoiding alcohol first in a VR-based simulation and later in a real supermarket. In preparation for a long-term clinical study, a usability study was conducted with 13 healthy participants. The results show that the VR game was enjoyed, increased the motivation, and fewer errors were made than in the comparable non-gamified application.
机译:虚拟现实(VR)和游戏化的结合为酒精滥用障碍(AUD)的创新疗法开辟了新的前景,并具有改善传统疗法的巨大潜力。本文介绍并评估了VR的三种游戏化和一种非游戏化AUD治疗应用程序。游戏基于两种行为疗法方法,即线索暴露疗法(CET)和进场避免训练(AAT)。这些游戏是在虚拟超市的环境中实现的,该虚拟超市被视为具有复发风险的环境。目的是帮助AUD患者首先在基于VR的模拟中,然后再在真正的超市中练习戒酒。为了准备长期的临床研究,对13位健康参与者进行了可用性研究。结果表明,与同类非游戏应用程序相比,这款VR游戏很有趣,增加了动机,并且减少了错误。

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